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Influence of social setting on player experience of digital games
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Conference on Human Factors in Computing Systems archive
CHI '08 extended abstracts on Human factors in computing systems table of contents
Florence, Italy
SESSION: Works in progress table of contents
Pages 3099-3104  
Year of Publication: 2008
ISBN:978-1-60558-012-X
Authors
Brian Gajadhar  Eindhoven University of Technology, Eindhoven, Netherlands
Yvonne de Kort  Eindhoven University of Technology, Eindhoven, Netherlands
Wijnand IJsselsteijn  Eindhoven University of Technology, Eindhoven, Netherlands
Sponsors
ACM: Association for Computing Machinery
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
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ABSTRACT

Recent studies have indicated that playing games against other people is more fun and more exciting than playing alone. The current study aims to further explore the influence of social setting on player experience in digital games; in particular, it sets out to test the level of social presence of the co-player as a determinant of player experience. Dependent variables include a comprehensive self-report measure of player experience (the GEQ) and state aggression. The first results demonstrate significant differences in playing against a computer, a mediated other, or a co-located other on player experience in terms of positive affect, competence, tension and hostility.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Collaborative Colleagues:
Brian Gajadhar: colleagues
Yvonne de Kort: colleagues
Wijnand IJsselsteijn: colleagues